Release Candidate 3:

- Fix inventory items not removing themselves when fully drained and no more
  copies are held.
- Fixed Minigun playing the unwind animation on player death.
- Fixed main hand Automag still firing when out of ammo dual wielding.
- Corrected name clash between two explosion sounds.
- Fixed suits still protecting from elemental damage when depleted.
- Add option to wear all suits simultaneously.
- Stunner now consumes Stinger ammo to recharge, this is more in line with the
  Unreal Bible.
- Max damage per explosion capped to 100 for Stinger. Prevents ludicrous
  map-clearing explosions with an amplified asmd combo.
- Shoot-through lines can now be activated by hitscan/beam weapons thanks to
  new DT "bullet trail" feature. No more softlocks in custom maps.
- Added option to make Peacemaker missiles not seek owner and allies.
- Peacemaker missiles start seeking targets much earlier, making it more viable
  indoors.
- Autocannon has had its damage increased again.
- Adjusted swingers for many weapons to feel a bit more natural. Still far from
  perfect.
- Reverted changes to Flamethrower projectile density, and simply made it have
  less dynamic lights.
- Adjustments to armors. Suit elemental resistances now take priority (as
  intended). [please redownload your DT devbuild for full effect]
- Added ring effect for 6-rocket tight wad. Completely forgot this was a thing.
- Fixed flashlight not clearing its dynlights when depleted and still having
  copies.
This commit is contained in:
Marisa the Magician 2019-10-10 08:32:36 +02:00
commit c6a81479ca
29 changed files with 218 additions and 74 deletions

View file

@ -275,7 +275,7 @@ Class TarydiumDebuff : Thinker
{
let b = victim.Spawn("TarydiumExplosion",victim.Vec3Offset(FRandom[Stinger](-victim.radius,victim.radius),FRandom[Stinger](-victim.radius,victim.radius),FRandom[Stinger](0,victim.height)));
b.target = instigator;
b.special1 = int(amount); // in Unreal this was capped to 10, which would make it deal barely any damage
b.special1 = int(min(amount,100)); // in Unreal this was capped to 10, which would make it deal barely any damage
b.scale *= .8+min(1.,amount*0.01);
amount = amount*0.9-10; // in Unreal this falls off linearly 10 points at a time, which can take very long at full charge
}